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How to create and link an animation layer

Use this guide when a broader Motion pose set is necessary for an item, stance, or presentation mode. Do not create a linked layer only for the basic first-person held pose. For that path, use the automatic held pose overlay from AutomaticHeldPoseSettings in the item config.

Create the layer

  1. Locate ABP_ItemAnimLayersBase in Plugins/MotionCore Content/EpicGames/Characters/Heroes/Mannequin/Animations/LinkedLayers.
  2. Create a child Animation Blueprint.
  3. Rename it for the role it represents, such as ABP_ShotgunAnimLayers.
  4. Keep it parented to ABP_ItemAnimLayersBase.

Most layers start as data overrides rather than copied graph logic.

Assign animation assets

Open the new ABP_*AnimLayers Blueprint and assign the exposed animation variables.

Usual groups include:

  • Idle: standing and crouched idle animations.
  • Walk and jog cardinals: forward, backward, left, and right clips.
  • Starts, stops, pivots: directional transition clips.
  • Jump: start, loop, apex, fall, and land clips.

Pistol Anim Layers

Use ABP_UnarmedAnimLayers as the starting reference and ABP_PistolAnimLayers as the item example.

Add custom graph logic only when necessary

Good candidates for custom graph logic include:

  • unique aiming behavior in FullBody_Aiming
  • item-specific hand IK in FullBody_SkeletalControls
  • left-hand override behavior through LeftHandPose_OverrideState

Keep custom logic close to the layer function it affects.

For local first-person items:

  1. Create or open a MotionNativeFirstPersonItemConfig asset.
  2. Set a valid first-person/world presentation pair.
  3. For automatic mode, set AutomaticHeldPoseSettings.FallbackHeldPoseAnimation and optional gameplay tag held pose entries.
  4. Set LinkedLayerClass to your new ABP_*AnimLayers class only if the linked-layer pose set is necessary.
  5. Set the first-person and world relative transforms.
  6. Set that config as the active item config.

For this path, do not call Link Anim Class Layers. UMotionHeldItemComponent calls it when the active config changes and a linked layer class is assigned. Automatic overlay-only configs can leave LinkedLayerClass empty.

For non-item systems, call Link Anim Class Layers from the system that owns the stance or presentation mode change.

Do a test of the layer

  1. Start PIE.
  2. Activate the item or stance that links the new layer.
  3. Walk, jog, sprint, crouch, jump, and land.
  4. Aim up and down if the layer changes aim offsets or upper-body behavior.
  5. Equip and unequip during movement.

To validate the basic held pose, do a test of each held pose rule and single-tag entry. Each entry must select the specified item held pose animation. Also, do a test of the fallback state. The host locomotion graph must supply locomotion states. The overlay supplies only item held pose visuals.

Motion - Advanced First Person Character Controller